Description:
The halls are lit from the ceiling, and are brightly illuminated. Gears whizz all around, and steam blows out of various pipes to fuel the mechanisms. The floor tiles shift about like clockwork, and the different structures all hum and turn on their own rhythm.
History:
- This place is ancient, older than most established civilizations.
- The library has been open for the storage of knowledge for centuries.
- Different factions have used this place as a neutral meeting grounds.
- A faint magical aura permeates the library.
- Most of the mechanisms are not magical, but a few have a slight aura.
- Most of the magic is emanating from below the surface.
The Clockwork Library has existed since before most human kingdoms. It was built by dwarven clans to be a repository of all their collective knowledge. Most of those clans have since gone extinct, and only one of them remains. They invented the clockwork structures within the library, and have guarded those secrets jealously. These dwarves were also the ones that invented firearms, though these are significantly less advanced. The library is still open to visitors, but they are restricted on what they can see, as the pact between the clans has become void with their extinction.
The library is protected by clockwork golems and defense structures. These golems are more advanced than most others, and have some form of intelligence. The defensive structures have different abilities. There are turrets that fire at attackers, structures that will assemble more clockwork golems on the spot, and others that will warp the terrain against would-be attackers. The library itself is not sentient, but it does have a built-in sense of self preservation that the dwarves have programmed in. The day to day activities are handled by the library itself, but the dwarves can still control it directly if need be.
The library has a lot of knowledge that has been stored in it. Public access includes most common magical spells and incantations, and a number of rarer spells in certain sections. The library also contains detailed manuals on most species in Fomor, and has information on most of the major planes. The public can only access the information that could be found in other places. The library has it all in one spot, but most of it can be found by going to three or four major cities and looking hard enough. The restricted-access areas have much more detailed information on a wider variety of topics. Specific rituals to summon powerful demon lords, bargaining advice for elemental lords, passwords and taboo spells. The library has rooms dedicated to channeling powerful divination spells to obtain even more knowledge than would otherwise be possible. The secrets to advanced clockwork construction are also down there.
The dwarves that inhabit the library are few in number, and ostensibly neutral to anyone else. They have lost their ancestral home to other clans, and now only hold onto the library. None dare trifle with them, as the advanced defenses of the library have turned back entire armies. They allow anyone in so long as they hold no intention to damage the library itself. The dwarves reserve the right to eject anyone or anything from their home, but they tend not to. Many have come from long distances to peruse the library, ranging from evil to good, lawful to chaotic.
The challenges here for the party should be mostly RP-based. They could come here in search of knowledge to help them on their quest, which can only be found in the restricted areas. That would require either diplomacy with the dwarves, or navigating through puzzles and traps and the formidable defenses of the library itself. Because the rooms can shift about and have any sort of dangers within, the possibilities are almost limitless.
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